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by mrguyorama
818 days ago
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The other big problem with the N64 was that the RAM had such high latency that it completely undid any benefit from the supposedly higher bandwidth that RDRAM had and the console was constantly memory starved. The RDP could rasterize hundreds of thousands of triangles a second but as soon as you put any texture or shading on them, the memory accesses slowed you right down. UMA plus high latency memory was the wrong move. In fact, in many situations you can "de-optimize" the rendering to draw and redraw more, as long as it uses less memory bandwidth, and end up with a higher FPS in your game. |
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Now, if you enable 2cycle mode, the pipeline will recycle the pixel value back into the pipeline for a second stage, which is used for 2 texture lookups per pixel and some other blending options. Otherwise, the RDP is always outputting 1 pixel per clock at 62.5 mhz. (Though it will be frequently interrupted because of ram contention) There are faster drawing modes but they are for drawing rectangles, not triangles. It's been a long time since I've done benchmarks on the pipeline though.
You're exactly right that the UMA plus high latency murders it. It really does. Enable zbuffer? Now the poor RDP is thrashing read modify writes and you only get 8 pixel chunks at a time. Span caching is minimal. Simply using zbuf will torpedo your effective full rate by 20 to 40 percent. That's why stuff I wrote for it avoided using the zbuffer whenever possible.
The other bandwidth hog was enable anti aliasing. AA processing happened in 2 places: first in the triangle drawing pipeline, for inside polygon edges. Secondly, in the VI when the framebuffer gets displayed, it will apply smoothing to the exterior polygon edges based on coverage information stored in the pixels extra bits.
On average, you get a roughly 15 to 20 percent fillrate boost by turning both those off. If you run only at lowres, it's a bit less since more of your tender time is occupied by triangle setup.